#include <winerror.h>
#include "Core/Render/RenderBackend.h"
#include "Core/Render/RenderStruct.h"
#include "Selah.h"

using namespace SL;


int main(int argc, char* argv[]){
    // AppConfig config;
    // if(argc > 1)
    //     config.hdrPath = argv[1];
    // std::cout << config.hdrPath<<std::endl;
    // config.windowDesc.enableVSync = true;
    // RenderBackendTest app(config);
    // app.run();
    RenderBackend* backend  = new RenderbackendDX12();
    
    RenderHandle backbuffer = builder.getBackbuffer();
    RenderHandle depthbuffer = builder.getDepthBuffer(); 

    ShaderID vertexShader = createShader();
    ShaderID fragmentShader = createShader();
    GraphicsPipeline pso = createDefaultPSO();
    pso.VS =  vertexShader;
    pso.PS =  fragmentShader;
    pso.rtvs.push_back(backbuffer);
    pso.dsv =  depthbuffer;


    return 0;
}